From 75bc1cee092c47798e568dcd01b01a2f84de8f5f Mon Sep 17 00:00:00 2001 From: vis2k Date: Mon, 17 Dec 2018 22:37:33 +0100 Subject: [PATCH] ClientScene: consistent 'NetworkIdentity identity' variable naming --- Mirror/Runtime/ClientScene.cs | 124 +++++++++++++++++----------------- 1 file changed, 61 insertions(+), 63 deletions(-) diff --git a/Mirror/Runtime/ClientScene.cs b/Mirror/Runtime/ClientScene.cs index 3c4912303..6ab4177b2 100644 --- a/Mirror/Runtime/ClientScene.cs +++ b/Mirror/Runtime/ClientScene.cs @@ -48,20 +48,20 @@ internal static void Shutdown() } // this is called from message handler for Owner message - internal static void InternalAddPlayer(NetworkIdentity view) + internal static void InternalAddPlayer(NetworkIdentity identity) { if (LogFilter.Debug) { Debug.LogWarning("ClientScene::InternalAddPlayer"); } // NOTE: It can be "normal" when changing scenes for the player to be destroyed and recreated. // But, the player structures are not cleaned up, we'll just replace the old player - s_LocalPlayer = view; + s_LocalPlayer = identity; if (s_ReadyConnection == null) { Debug.LogWarning("No ready connection found for setting player controller during InternalAddPlayer"); } else { - s_ReadyConnection.SetPlayerController(view); + s_ReadyConnection.SetPlayerController(identity); } } @@ -170,13 +170,13 @@ internal static void HandleClientDisconnect(NetworkConnection conn) } } - internal static bool ConsiderForSpawning(NetworkIdentity networkIdentity) + internal static bool ConsiderForSpawning(NetworkIdentity identity) { // not spawned yet, not hidden, etc.? - return !networkIdentity.gameObject.activeSelf && - networkIdentity.gameObject.hideFlags != HideFlags.NotEditable && - networkIdentity.gameObject.hideFlags != HideFlags.HideAndDontSave && - networkIdentity.sceneId != 0; + return !identity.gameObject.activeSelf && + identity.gameObject.hideFlags != HideFlags.NotEditable && + identity.gameObject.hideFlags != HideFlags.HideAndDontSave && + identity.sceneId != 0; } internal static void PrepareToSpawnSceneObjects() @@ -189,11 +189,11 @@ internal static void PrepareToSpawnSceneObjects() internal static NetworkIdentity SpawnSceneObject(uint sceneId) { - NetworkIdentity foundId; - if (spawnableObjects.TryGetValue(sceneId, out foundId)) + NetworkIdentity identity; + if (spawnableObjects.TryGetValue(sceneId, out identity)) { spawnableObjects.Remove(sceneId); - return foundId; + return identity; } else { @@ -244,13 +244,13 @@ internal static bool GetPrefab(Guid assetId, out GameObject prefab) // this assigns the newAssetId to the prefab. This is for registering dynamically created game objects for already know assetIds. public static void RegisterPrefab(GameObject prefab, Guid newAssetId) { - NetworkIdentity view = prefab.GetComponent(); - if (view) + NetworkIdentity identity = prefab.GetComponent(); + if (identity) { - view.SetDynamicAssetId(newAssetId); + identity.SetDynamicAssetId(newAssetId); - if (LogFilter.Debug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + view.assetId); } - prefabs[view.assetId] = prefab; + if (LogFilter.Debug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + identity.assetId); } + prefabs[identity.assetId] = prefab; } else { @@ -260,14 +260,14 @@ public static void RegisterPrefab(GameObject prefab, Guid newAssetId) public static void RegisterPrefab(GameObject prefab) { - NetworkIdentity view = prefab.GetComponent(); - if (view) + NetworkIdentity identity = prefab.GetComponent(); + if (identity) { - if (LogFilter.Debug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + view.assetId); } - prefabs[view.assetId] = prefab; + if (LogFilter.Debug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + identity.assetId); } + prefabs[identity.assetId] = prefab; - var uvs = prefab.GetComponentsInChildren(); - if (uvs.Length > 1) + NetworkIdentity[] identities = prefab.GetComponentsInChildren(); + if (identities.Length > 1) { Debug.LogWarning("The prefab '" + prefab.name + "' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object."); @@ -360,20 +360,19 @@ public static void DestroyAllClientObjects() { foreach (uint netId in NetworkIdentity.spawned.Keys) { - NetworkIdentity uv = NetworkIdentity.spawned[netId]; - - if (uv != null && uv.gameObject != null) + NetworkIdentity identity = NetworkIdentity.spawned[netId]; + if (identity != null && identity.gameObject != null) { - if (!InvokeUnSpawnHandler(uv.assetId, uv.gameObject)) + if (!InvokeUnSpawnHandler(identity.assetId, identity.gameObject)) { - if (uv.sceneId == 0) + if (identity.sceneId == 0) { - Object.Destroy(uv.gameObject); + Object.Destroy(identity.gameObject); } else { - uv.MarkForReset(); - uv.gameObject.SetActive(false); + identity.MarkForReset(); + identity.gameObject.SetActive(false); } } } @@ -383,36 +382,36 @@ public static void DestroyAllClientObjects() public static GameObject FindLocalObject(uint netId) { - NetworkIdentity ni; - if (NetworkIdentity.spawned.TryGetValue(netId, out ni) && ni != null) + NetworkIdentity identity; + if (NetworkIdentity.spawned.TryGetValue(netId, out identity) && identity != null) { - return ni.gameObject; + return identity.gameObject; } return null; } - static void ApplySpawnPayload(NetworkIdentity uv, Vector3 position, byte[] payload, uint netId) + static void ApplySpawnPayload(NetworkIdentity identity, Vector3 position, byte[] payload, uint netId) { - if (!uv.gameObject.activeSelf) + if (!identity.gameObject.activeSelf) { - uv.gameObject.SetActive(true); + identity.gameObject.SetActive(true); } - uv.transform.position = position; + identity.transform.position = position; if (payload != null && payload.Length > 0) { var payloadReader = new NetworkReader(payload); - uv.OnUpdateVars(payloadReader, true); + identity.OnUpdateVars(payloadReader, true); } - uv.SetNetworkInstanceId(netId); - uv.EnableIsClient(); - NetworkIdentity.spawned[netId] = uv; + identity.SetNetworkInstanceId(netId); + identity.EnableIsClient(); + NetworkIdentity.spawned[netId] = identity; // objects spawned as part of initial state are started on a second pass if (s_IsSpawnFinished) { - uv.OnStartClient(); - CheckForOwner(uv); + identity.OnStartClient(); + CheckForOwner(identity); } } @@ -525,12 +524,12 @@ static void OnObjectSpawnFinished(NetworkMessage netMsg) // paul: Initialize the objects in the same order as they were initialized // in the server. This is important if spawned objects // use data from scene objects - foreach (var uv in NetworkIdentity.spawned.Values.OrderBy(uv => uv.netId)) + foreach (NetworkIdentity identity in NetworkIdentity.spawned.Values.OrderBy(uv => uv.netId)) { - if (!uv.isClient) + if (!identity.isClient) { - uv.OnStartClient(); - CheckForOwner(uv); + identity.OnStartClient(); + CheckForOwner(identity); } } s_IsSpawnFinished = true; @@ -634,10 +633,10 @@ static void OnRPCMessage(NetworkMessage netMsg) if (LogFilter.Debug) { Debug.Log("ClientScene::OnRPCMessage hash:" + msg.rpcHash + " netId:" + msg.netId); } - NetworkIdentity uv; - if (NetworkIdentity.spawned.TryGetValue(msg.netId, out uv) && uv != null) + NetworkIdentity identity; + if (NetworkIdentity.spawned.TryGetValue(msg.netId, out identity) && identity != null) { - uv.HandleRPC(msg.componentIndex, msg.rpcHash, new NetworkReader(msg.payload)); + identity.HandleRPC(msg.componentIndex, msg.rpcHash, new NetworkReader(msg.payload)); } else { @@ -652,10 +651,10 @@ static void OnSyncEventMessage(NetworkMessage netMsg) if (LogFilter.Debug) { Debug.Log("ClientScene::OnSyncEventMessage " + msg.netId); } - NetworkIdentity uv; - if (NetworkIdentity.spawned.TryGetValue(msg.netId, out uv) && uv != null) + NetworkIdentity identity; + if (NetworkIdentity.spawned.TryGetValue(msg.netId, out identity) && identity != null) { - uv.HandleSyncEvent(msg.componentIndex, msg.eventHash, new NetworkReader(msg.payload)); + identity.HandleSyncEvent(msg.componentIndex, msg.eventHash, new NetworkReader(msg.payload)); } else { @@ -669,10 +668,10 @@ static void OnClientAuthority(NetworkMessage netMsg) if (LogFilter.Debug) { Debug.Log("ClientScene::OnClientAuthority for connectionId=" + netMsg.conn.connectionId + " netId: " + msg.netId); } - NetworkIdentity uv; - if (NetworkIdentity.spawned.TryGetValue(msg.netId, out uv) && uv != null) + NetworkIdentity identity; + if (NetworkIdentity.spawned.TryGetValue(msg.netId, out identity) && identity != null) { - uv.HandleClientAuthority(msg.authority); + identity.HandleClientAuthority(msg.authority); } } @@ -703,27 +702,26 @@ static void OnOwnerMessage(NetworkMessage netMsg) } } - static void CheckForOwner(NetworkIdentity uv) + static void CheckForOwner(NetworkIdentity identity) { for (int i = 0; i < s_PendingOwnerNetIds.Count; i++) { uint pendingOwnerNetId = s_PendingOwnerNetIds[i]; - - if (pendingOwnerNetId == uv.netId) + if (pendingOwnerNetId == identity.netId) { // found owner, turn into a local player // Set isLocalPlayer to true on this NetworkIdentity and trigger OnStartLocalPlayer in all scripts on the same GO - uv.SetConnectionToServer(s_ReadyConnection); - uv.SetLocalPlayer(); + identity.SetConnectionToServer(s_ReadyConnection); + identity.SetLocalPlayer(); - if (LogFilter.Debug) { Debug.Log("ClientScene::OnOwnerMessage - player=" + uv.gameObject.name); } + if (LogFilter.Debug) { Debug.Log("ClientScene::OnOwnerMessage - player=" + identity.gameObject.name); } if (s_ReadyConnection.connectionId < 0) { Debug.LogError("Owner message received on a local client."); return; } - InternalAddPlayer(uv); + InternalAddPlayer(identity); s_PendingOwnerNetIds.RemoveAt(i); break;